An ornate silver shield styled after the kind given to Holy Guards of the church once they take their oath. This particular shield is more powerful than most and was meant for a captain in the Holy Guards and has further been enhanced in form and function through the integration of magitech. While holding this Shield, you have a +1 bonus to Armor Class , in addition to the Shield’s normal bonus to AC. You also gain access to the following abilities:
Best Defense is a Good Offense. As an action, You charge up the mana batteries in your shield and make a ranged attack roll as you throw it at a creature you can see within 30 ft, dealing 2d10 + (your str modifier) bludgeoning damage and knocking the target prone unless it passes a STR save (DC = 12 + your str modifier). On a successful hit, the shield then bounces up to 2 times (these additional attacks do not knock the targets prone), targeting a hostile creature within 15ft of the last creature struck (Using the same attack roll as the original throw).
Not on my Watch. When a friendly creature within 30ft of you that you can see has a ranged attack roll successfully made against them, you can use your reaction to reverse the energy flow of your shields mana batteries, drawing the attack to you instead. This attack automatically hits you but deals half damage, additionally, if the attack is magical in nature, your shield absorbs some of the magically energy and converts it into raw mana, healing you for 2d8 + (your CHA modifier).
Ignition: Yaesha's Sanctuary. You slam your shield into the ground in front of you, triggering its ignition as the mana batteries go into overdrive, spreading circuit like channels across the ground in a 40ft circle, as radiant energy pours forth. While active, friendly creatures who enter the area for the first time or end in their turn in the area, gain the divine might effect (their damage rolls deal an additional 2d6 radiant damage) and are healed (this can only occur once) for 2d12 + (CHA modifier + STR modifier). Additionally while they remain within the area, attack rolls made against them have disadvantage. Conversely, enemies entering the area for the first time or ending their turn there gain the bane effect (this can occur only once) and move as if the area is difficult terrain. Additionally, they take 1.5x more radiant damage while they remain in the area. The shield remains in the ground until the start of your next turn and cannot be dislodged except by ending the ignition early (no action required).
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Notes: Bonus: Armor Class, paladin named Seraph, Combat, Warding
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